Shader "Hidden/INabStudio/BetterFog" { Properties { _FogColor ("_FogColor", Vector) = (0.8301887,0.8301887,0.8301887,0) UseRadialDistance ("Use Radial Distance", Float) = 0 _Height ("_Height", Float) = 4 _HeightDensity ("_HeightDensity", Float) = 0.5 _DistanceFogOffset ("Distance Fog Offset", Float) = 0 _SceneFogParams ("_SceneFogParams", Vector) = (0,0,0,0) _SkyboxFill ("_SkyboxFill", Range(0, 1)) = 0 _EnergyLoss ("_EnergyLoss", Float) = 0 _FogIntensity ("_FogIntensity", Range(0, 1)) = 1 _FogType ("FogType", Float) = 0 _HeightFogType ("_HeightFogType", Float) = 1 [Toggle(_USEGRADIENT_ON)] _UseGradient ("UseGradient", Float) = 0 [Toggle(_USEDISTANCEFOG_ON)] _UseDistanceFog ("UseDistanceFog", Float) = 0 _Scale1 ("_Scale1", Float) = 0.05 [Toggle(_USENOISE_ON)] _UseNoise ("UseNoise", Float) = 0 [Toggle(_USEHEIGHTFOG_ON)] _UseHeightFog ("UseHeightFog", Float) = 0 [Toggle(_USESKYBOXHEIGHTFOG_ON)] _UseSkyboxHeightFog ("UseSkyboxHeightFog", Float) = 0 [Toggle(_USESUNLIGHT_ON)] _UseSunLight ("UseSunLight", Float) = 0 _GradientEnd ("GradientEnd", Float) = 100 _GradientStart ("GradientStart", Float) = 0 _SunColor ("_SunColor", Vector) = (0.9019608,0.8478336,0.8,0) _SkyboxFogHardness ("_SkyboxFogHardness", Range(0, 1)) = 0.692782 _SkyboxFogIntesity ("_SkyboxFogIntesity", Float) = 1 _SkyboxFogOffset ("_SkyboxFogOffset", Range(-1, 1)) = 0.13 _SunIntensity ("_SunIntensity", Float) = 1 _SunPower ("_SunPower", Float) = 2 _GradientTexture ("GradientTexture", 2D) = "white" {} _NoiseTimeScale1 ("_NoiseTimeScale1", Float) = 1 _NoiseSpeed1 ("_NoiseSpeed1", Vector) = (0,0,0,0) _Lerp1 ("_Lerp1", Float) = 0.4 _NoiseDistanceEnd ("_NoiseDistanceEnd", Float) = 0.4 _NoiseIntensity ("_NoiseIntensity", Float) = 1 _NoiseEndHardness ("_NoiseEndHardness", Float) = 6 _UseNoiseHeight ("_UseNoiseHeight", Float) = 0 _UseNoiseDistance ("_UseNoiseDistance", Float) = 0 [Toggle(_USEFOGOFFSET_ON)] _UseFogOffset ("UseFogOffset", Float) = 0 [Toggle(_USECUSTOMDEPTH_ON)] _UseCustomDepth ("UseCustomDepth", Float) = 0 [HideInInspector] _texcoord ("", 2D) = "white" {} } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; struct Vertex_Stage_Input { float4 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { return float4(1.0, 1.0, 1.0, 1.0); // RGBA } ENDHLSL } } //CustomEditor "ASEMaterialInspector" }